Add the rest of the tiered shaders to QSGImageParticle
authorAlan Alpert <alan.alpert@nokia.com>
Thu, 18 Aug 2011 10:47:23 +0000 (20:47 +1000)
committerQt by Nokia <qt-info@nokia.com>
Tue, 23 Aug 2011 05:31:41 +0000 (07:31 +0200)
Also simplifies the use of multiple shaders.

Change-Id: Ib4e16406865407626e4e736e7daeba4855dc0574
Reviewed-on: http://codereview.qt.nokia.com/3174
Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
19 files changed:
src/declarative/particles/defaultshaders/coloredfragment.shader [new file with mode: 0644]
src/declarative/particles/defaultshaders/coloredvertex.shader [moved from src/declarative/particles/defaultshaders/trailsvertex.shader with 71% similarity]
src/declarative/particles/defaultshaders/ctfragment.shader [deleted file]
src/declarative/particles/defaultshaders/ctvertex.shader [deleted file]
src/declarative/particles/defaultshaders/deformablefragment.shader
src/declarative/particles/defaultshaders/deformablevertex.shader
src/declarative/particles/defaultshaders/simplefragment.shader
src/declarative/particles/defaultshaders/simplevertex.shader
src/declarative/particles/defaultshaders/spritefragment.shader
src/declarative/particles/defaultshaders/spritevertex.shader
src/declarative/particles/defaultshaders/superfragment.shader [deleted file]
src/declarative/particles/defaultshaders/supervertex.shader [deleted file]
src/declarative/particles/defaultshaders/tabledvertex.shader
src/declarative/particles/defaultshaders/trailsfragment.shader [deleted file]
src/declarative/particles/defaultshaders/ultrafragment.shader [deleted file]
src/declarative/particles/defaultshaders/ultravertex.shader [deleted file]
src/declarative/particles/particles.qrc
src/declarative/particles/qsgimageparticle.cpp
src/declarative/particles/qsgimageparticle_p.h

diff --git a/src/declarative/particles/defaultshaders/coloredfragment.shader b/src/declarative/particles/defaultshaders/coloredfragment.shader
new file mode 100644 (file)
index 0000000..383888b
--- /dev/null
@@ -0,0 +1,10 @@
+uniform sampler2D texture;
+uniform lowp float qt_Opacity;
+
+varying highp vec2 fTex;
+varying lowp vec4 fColor;
+
+void main() {
+    gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
+}
+
@@ -4,15 +4,14 @@ attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
 attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
 attribute lowp vec4 vColor;
 
-uniform highp mat4 matrix;                              
+uniform highp mat4 qt_Matrix;
 uniform highp float timestamp;
-uniform lowp float opacity;
 
-varying highp vec2 fTex;                                
+varying highp vec2 fTex;
 varying lowp vec4 fColor;
 
-void main() {                                           
-    fTex = vTex;                                        
+void main() {
+    fTex = vTex;
     highp float size = vData.z;
     highp float endSize = vData.w;
 
@@ -28,10 +27,10 @@ void main() {
                    + vVec.xy * t * vData.y         // apply speed vector..
                    + 0.5 * vVec.zw * pow(t * vData.y, 2.);
 
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
+    gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
 
     highp float fadeIn = min(t * 10., 1.);
     highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
 
-    fColor = vColor * fadeIn * fadeOut * opacity;
+    fColor = vColor * (fadeIn * fadeOut);
 }
diff --git a/src/declarative/particles/defaultshaders/ctfragment.shader b/src/declarative/particles/defaultshaders/ctfragment.shader
deleted file mode 100644 (file)
index a17f584..0000000
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
-    gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/ctvertex.shader b/src/declarative/particles/defaultshaders/ctvertex.shader
deleted file mode 100644 (file)
index b20676c..0000000
+++ /dev/null
@@ -1,38 +0,0 @@
-attribute highp vec2 vPos;
-attribute highp vec2 vTex;
-attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
-attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
-attribute lowp vec4 vColor;
-
-uniform highp mat4 matrix;                              
-uniform highp float timestamp;
-uniform sampler2D sizetable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;                                
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {                                           
-    fTex = vTex;                                        
-    highp float size = vData.z;
-    highp float endSize = vData.w;
-
-    highp float t = (timestamp - vData.x) / vData.y;
-
-    highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
-    if (t < 0. || t > 1.)
-        currentSize = 0.;
-
-    highp vec2 pos = vPos
-                   - currentSize / 2. + currentSize * vTex          // adjust size
-                   + vVec.xy * t * vData.y         // apply speed vector..
-                   + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
-    fColor = vColor;
-    tt = t;
-
-}
index 494053e..1ac25ba 100644 (file)
@@ -1,8 +1,9 @@
 uniform sampler2D texture;
+uniform lowp float qt_Opacity;
 
 varying highp vec2 fTex;
-varying lowp float fFade;
+varying lowp vec4 fColor;
 
 void main() {
-    gl_FragColor = (texture2D(texture, fTex)) * fFade;
+    gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
 }
index 0157095..0019984 100644 (file)
@@ -4,13 +4,13 @@ attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
 attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
 attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
 attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
+attribute lowp vec4 vColor;
 
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
 uniform highp float timestamp;
-uniform lowp float opacity;
 
 varying highp vec2 fTex;
-varying lowp float fFade;
+varying lowp vec4 fColor;
 
 void main() {                                           
     fTex = vTex;
@@ -21,37 +21,35 @@ void main() {
 
     highp float currentSize = mix(size, endSize, t * t);
 
-    highp vec2 pos;
-    if (t < 0. || t > 1.){
+    if (t < 0. || t > 1.)
         currentSize = 0.;
-        pos = vPos;
-    }else{
-        highp float rotation = vRotation.x + vRotation.y * t * vData.y;
-        if(vRotation.z == 1.0){
-            highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
-            rotation += atan(curVel.y, curVel.x);
-        }
-        highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
-        highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
-        highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
-        highp vec2 xRotatedDeform;
-        xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
-        xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
-        highp vec2 yRotatedDeform;
-        yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
-        yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
-        pos = vPos
-              + xRotatedDeform
-              + yRotatedDeform
-              //- vec2(1,1) * currentSize * 0.5 // 'center'
-              + vVec.xy * t * vData.y         // apply speed
-              + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
-    }
 
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
+    highp vec2 pos;
+    highp float rotation = vRotation.x + vRotation.y * t * vData.y;
+    if(vRotation.z == 1.0){
+        highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
+        rotation += atan(curVel.y, curVel.x);
+    }
+    highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
+    highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
+    highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
+    highp vec2 xRotatedDeform;
+    xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
+    xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
+    highp vec2 yRotatedDeform;
+    yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
+    yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
+    pos = vPos
+          + xRotatedDeform
+          + yRotatedDeform
+          //- vec2(1,1) * currentSize * 0.5 // 'center'
+          + vVec.xy * t * vData.y         // apply speed
+          + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
+
+    gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
 
     highp float fadeIn = min(t * 10., 1.);
     highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
 
-    fFade = fadeIn * fadeOut * opacity;
+    fColor = vColor * (fadeIn * fadeOut);
 }
index 494053e..0b0adaa 100644 (file)
@@ -1,8 +1,9 @@
 uniform sampler2D texture;
+uniform lowp float qt_Opacity;
 
 varying highp vec2 fTex;
 varying lowp float fFade;
 
 void main() {
-    gl_FragColor = (texture2D(texture, fTex)) * fFade;
+    gl_FragColor = texture2D(texture, fTex) * (fFade * qt_Opacity);
 }
index f185ef0..b7542e6 100644 (file)
@@ -3,9 +3,8 @@ attribute highp vec2 vTex;
 attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
 attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
 
-uniform highp mat4 matrix;                              
+uniform highp mat4 qt_Matrix;
 uniform highp float timestamp;
-uniform lowp float opacity;
 
 varying highp vec2 fTex;                                
 varying lowp float fFade;
@@ -27,10 +26,10 @@ void main() {
                    + vVec.xy * t * vData.y         // apply speed vector..
                    + 0.5 * vVec.zw * pow(t * vData.y, 2.);
 
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
+    gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
 
     highp float fadeIn = min(t * 10., 1.);
     highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
 
-    fFade = fadeIn * fadeOut * opacity;
+    fFade = fadeIn * fadeOut;
 }
index 4d89d69..86002f0 100644 (file)
@@ -1,10 +1,17 @@
 uniform sampler2D texture;
+uniform sampler2D colortable;
+uniform sampler2D opacitytable;
+uniform lowp float qt_Opacity;
 
 varying highp vec2 fTexA;
 varying highp vec2 fTexB;
 varying lowp float progress;
 varying lowp vec4 fColor;
+varying lowp float tt;
 
 void main() {
-    gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress) * fColor.w;
+    gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress)
+            * fColor
+            * texture2D(colortable, vec2(tt, 0.5))
+            * (texture2D(opacitytable, vec2(tt, 0.5)).w * qt_Opacity);
 }
index 78b8e36..7d89726 100644 (file)
@@ -1,21 +1,25 @@
 attribute highp vec2 vPos;
-attribute highp vec2 vTex;                              
+attribute highp vec2 vTex;
 attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
 attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
+attribute lowp vec4 vColor;
+attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
+attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
 attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
 
-uniform highp mat4 matrix;                              
-uniform highp float timestamp;                          
-uniform lowp float opacity;
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
 uniform highp float framecount; //maximum of all anims
 uniform highp float animcount;
 
+varying lowp float tt;
 varying highp vec2 fTexA;
 varying highp vec2 fTexB;
 varying lowp float progress;
 varying lowp vec4 fColor;
 
-void main() {                                           
+
+void main() {
     highp float size = vData.z;
     highp float endSize = vData.w;
 
@@ -54,24 +58,36 @@ void main() {
         frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
     fTexB = frameTex;
 
-    //Applying Size here seems to screw with RockingAffector?
     highp float currentSize = mix(size, endSize, t * t);
 
     if (t < 0. || t > 1.)
         currentSize = 0.;
 
-    //If affector is mananging pos, they don't set speed?
-    highp vec2 pos = vPos
-                   - currentSize / 2. + currentSize * vTex          // adjust size
-                   + vVec.xy * t * vData.y         // apply speed vector..
-                   + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
-    // calculate opacity
-    highp float fadeIn = min(t * 10., 1.);
-    highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
+    highp vec2 pos;
+    highp float rotation = vRotation.x + vRotation.y * t * vData.y;
+    if(vRotation.z == 1.0){
+        highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
+        rotation += atan(curVel.y, curVel.x);
+    }
+    highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
+    highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
+    highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
+    highp vec2 xRotatedDeform;
+    xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
+    xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
+    highp vec2 yRotatedDeform;
+    yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
+    yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
+    pos = vPos
+          + xRotatedDeform
+          + yRotatedDeform
+          //- vec2(1,1) * currentSize * 0.5 // 'center'
+          + vVec.xy * t * vData.y         // apply speed
+          + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
+
+    gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+
+    fColor = vColor;
+    tt = t;
 
-    lowp vec4 white = vec4(1.);
-    fColor = white * fadeIn * fadeOut * opacity;
 }
diff --git a/src/declarative/particles/defaultshaders/superfragment.shader b/src/declarative/particles/defaultshaders/superfragment.shader
deleted file mode 100644 (file)
index a17f584..0000000
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
-    gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/supervertex.shader b/src/declarative/particles/defaultshaders/supervertex.shader
deleted file mode 100644 (file)
index 432a23c..0000000
+++ /dev/null
@@ -1,57 +0,0 @@
-attribute highp vec2 vPos;
-attribute highp vec2 vTex;
-attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
-attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
-attribute lowp vec4 vColor;
-attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
-attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
-
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform sampler2D sizetable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
-    fTex = vTex;
-    highp float size = vData.z;
-    highp float endSize = vData.w;
-
-    highp float t = (timestamp - vData.x) / vData.y;
-
-    highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
-    if (t < 0. || t > 1.)
-        currentSize = 0.;
-
-    highp vec2 pos;
-    highp float rotation = vRotation.x + vRotation.y * t * vData.y;
-    if(vRotation.z == 1.0){
-        highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
-        rotation += atan(curVel.y, curVel.x);
-    }
-    highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
-    highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
-    highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
-    highp vec2 xRotatedDeform;
-    xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
-    xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
-    highp vec2 yRotatedDeform;
-    yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
-    yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
-    pos = vPos
-          + xRotatedDeform
-          + yRotatedDeform
-          //- vec2(1,1) * currentSize * 0.5 // 'center'
-          + vVec.xy * t * vData.y         // apply speed
-          + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
-
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
-    fColor = vColor;
-    tt = t;
-
-}
index d09abbd..ef3c35d 100644 (file)
@@ -5,7 +5,6 @@ attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
 attribute lowp vec4 vColor;
 attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
 attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
-attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
 
 uniform highp mat4 qt_Matrix;
 uniform highp float timestamp;
@@ -17,12 +16,12 @@ varying lowp vec4 fColor;
 
 
 void main() {
+    fTex = vTex;
     highp float size = vData.z;
     highp float endSize = vData.w;
 
     highp float t = (timestamp - vData.x) / vData.y;
 
-    fTex = vTex;
     highp float currentSize = mix(size, endSize, t * t);
     if (t < 0. || t > 1.)
         currentSize = 0.;
diff --git a/src/declarative/particles/defaultshaders/trailsfragment.shader b/src/declarative/particles/defaultshaders/trailsfragment.shader
deleted file mode 100644 (file)
index d3db87f..0000000
+++ /dev/null
@@ -1,8 +0,0 @@
-uniform sampler2D texture;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-
-void main() {
-    gl_FragColor = (texture2D(texture, fTex).w) * fColor;
-}
diff --git a/src/declarative/particles/defaultshaders/ultrafragment.shader b/src/declarative/particles/defaultshaders/ultrafragment.shader
deleted file mode 100644 (file)
index 0627d0f..0000000
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-varying lowp float progress;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
-    gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress)
-            * fColor
-            * texture2D(colortable, vec2(tt, 0.5))
-            *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/ultravertex.shader b/src/declarative/particles/defaultshaders/ultravertex.shader
deleted file mode 100644 (file)
index 65a1a30..0000000
+++ /dev/null
@@ -1,94 +0,0 @@
-attribute highp vec2 vPos;
-attribute highp vec2 vTex;
-attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
-attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
-attribute lowp vec4 vColor;
-attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
-attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
-attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
-
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform highp float framecount; //maximum of all anims
-uniform highp float animcount;
-uniform sampler2D sizetable;
-
-varying lowp float tt;
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-varying lowp float progress;
-varying lowp vec4 fColor;
-
-
-void main() {
-    highp float size = vData.z;
-    highp float endSize = vData.w;
-
-    highp float t = (timestamp - vData.x) / vData.y;
-
-    //Calculate frame location in texture
-    highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z);
-    progress = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y;
-
-    frameIndex = floor(frameIndex);
-    highp vec2 frameTex = vTex;
-    if(vTex.x == 0.)
-        frameTex.x = (frameIndex/framecount);
-    else
-        frameTex.x = 1. * ((frameIndex + 1.)/framecount);
-
-    if(vTex.y == 0.)
-        frameTex.y = (vAnimData.x/animcount);
-    else
-        frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
-
-    fTexA = frameTex;
-    //Next frame is also passed, for interpolation
-    //### Should the next anim be precalculated to allow for interpolation there?
-    if(frameIndex != vAnimData.z - 1.)//Can't do it for the last frame though, this anim may not loop
-        frameIndex = mod(frameIndex+1., vAnimData.z);
-
-    if(vTex.x == 0.)
-        frameTex.x = (frameIndex/framecount);
-    else
-        frameTex.x = 1. * ((frameIndex + 1.)/framecount);
-
-    if(vTex.y == 0.)
-        frameTex.y = (vAnimData.x/animcount);
-    else
-        frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
-    fTexB = frameTex;
-
-    highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
-    if (t < 0. || t > 1.)
-        currentSize = 0.;
-
-    highp vec2 pos;
-    highp float rotation = vRotation.x + vRotation.y * t * vData.y;
-    if(vRotation.z == 1.0){
-        highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
-        rotation += atan(curVel.y, curVel.x);
-    }
-    highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
-    highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
-    highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
-    highp vec2 xRotatedDeform;
-    xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
-    xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
-    highp vec2 yRotatedDeform;
-    yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
-    yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
-    pos = vPos
-          + xRotatedDeform
-          + yRotatedDeform
-          //- vec2(1,1) * currentSize * 0.5 // 'center'
-          + vVec.xy * t * vData.y         // apply speed
-          + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
-
-    gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
-    fColor = vColor;
-    tt = t;
-
-}
index 0f2325f..b9dc322 100644 (file)
@@ -1,18 +1,18 @@
 <RCC>
     <qresource prefix="/">
-        <file>defaultshaders/spritefragment.shader</file>
-        <file>defaultshaders/spritevertex.shader</file>
         <file>defaultshaders/spriteimagefragment.shader</file>
         <file>defaultshaders/spriteimagevertex.shader</file>
-        <file>defaultshaders/identitytable.png</file>
-        <file>defaultshaders/defaultFadeInOut.png</file>
+        <file>defaultshaders/tabledvertex.shader</file>
+        <file>defaultshaders/tabledfragment.shader</file>
+        <file>defaultshaders/spritefragment.shader</file>
+        <file>defaultshaders/spritevertex.shader</file>
         <file>defaultshaders/deformablefragment.shader</file>
         <file>defaultshaders/deformablevertex.shader</file>
-        <file>defaultshaders/ultravertex.shader</file>
-        <file>defaultshaders/ultrafragment.shader</file>
+        <file>defaultshaders/coloredvertex.shader</file>
+        <file>defaultshaders/coloredfragment.shader</file>
         <file>defaultshaders/simplevertex.shader</file>
         <file>defaultshaders/simplefragment.shader</file>
-        <file>defaultshaders/tabledvertex.shader</file>
-        <file>defaultshaders/tabledfragment.shader</file>
+        <file>defaultshaders/identitytable.png</file>
+        <file>defaultshaders/defaultFadeInOut.png</file>
     </qresource>
 </RCC>
index 43e44e2..08d78af 100644 (file)
@@ -58,14 +58,14 @@ QT_BEGIN_NAMESPACE
 DEFINE_BOOL_CONFIG_OPTION(qmlParticlesDebug, QML_PARTICLES_DEBUG)
 
 const float CONV = 0.017453292519943295;
-class TabledMaterialData
+class ImageMaterialData
 {
     public:
-    TabledMaterialData()
+    ImageMaterialData()
         : texture(0), colortable(0), sizetable(0), opacitytable(0)
     {}
 
-    ~TabledMaterialData(){
+    ~ImageMaterialData(){
         delete texture;
         delete colortable;
         delete sizetable;
@@ -78,8 +78,12 @@ class TabledMaterialData
     QSGTexture *opacitytable;
 
     qreal timestamp;
+    qreal framecount;
+    qreal animcount;
 };
 
+//TODO: Move shaders inline once they've stablilized
+class TabledMaterialData : public ImageMaterialData {};
 class TabledMaterial : public QSGSimpleMaterialShader<TabledMaterialData>
 {
     QSG_DECLARE_SIMPLE_SHADER(TabledMaterial, TabledMaterialData)
@@ -104,7 +108,7 @@ public:
 
     QList<QByteArray> attributes() const {
         return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
-            << "vColor" << "vDeformVec" << "vRotation" << "vAnimData";
+            << "vColor" << "vDeformVec" << "vRotation";
     };
 
     void initialize() {
@@ -143,58 +147,68 @@ public:
     QGLFunctions* glFuncs;
 };
 
-class UltraMaterial : public QSGMaterial
+class DeformableMaterialData : public ImageMaterialData {};
+class DeformableMaterial : public QSGSimpleMaterialShader<DeformableMaterialData>
 {
+    QSG_DECLARE_SIMPLE_SHADER(DeformableMaterial, DeformableMaterialData)
+
 public:
-    UltraMaterial(bool withSprites=false)
-        : texture(0)
-        , colortable(0)
-        , sizetable(0)
-        , opacitytable(0)
-        , timestamp(0)
-        , framecount(1)
-        , animcount(1)
-        , usesSprites(withSprites)
+    DeformableMaterial()
     {
-        setFlag(Blending, true);
-    }
+        QFile vf(":defaultshaders/deformablevertex.shader");
+        vf.open(QFile::ReadOnly);
+        m_vertex_code = vf.readAll();
 
-    ~UltraMaterial()
-    {
-        delete texture;
-        delete colortable;
-        delete sizetable;
-        delete opacitytable;
+        QFile ff(":defaultshaders/deformablefragment.shader");
+        ff.open(QFile::ReadOnly);
+        m_fragment_code = ff.readAll();
+
+        Q_ASSERT(!m_vertex_code.isNull());
+        Q_ASSERT(!m_fragment_code.isNull());
     }
 
-    virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
-    virtual QSGMaterialShader *createShader() const;
-    virtual int compare(const QSGMaterial *other) const
-    {
-        return this - static_cast<const UltraMaterial *>(other);
+    const char *vertexShader() const { return m_vertex_code.constData(); }
+    const char *fragmentShader() const { return m_fragment_code.constData(); }
+
+    QList<QByteArray> attributes() const {
+        return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
+            << "vColor" << "vDeformVec" << "vRotation";
+    };
+
+    void initialize() {
+        QSGSimpleMaterialShader<DeformableMaterialData>::initialize();
+        program()->bind();
+        program()->setUniformValue("texture", 0);
+        glFuncs = QGLContext::currentContext()->functions();
+        m_timestamp_id = program()->uniformLocation("timestamp");
     }
 
-    QSGTexture *texture;
-    QSGTexture *colortable;
-    QSGTexture *sizetable;
-    QSGTexture *opacitytable;
+    void updateState(const DeformableMaterialData* d, const DeformableMaterialData*) {
+        glFuncs->glActiveTexture(GL_TEXTURE0);
+        d->texture->bind();
 
-    qreal timestamp;
-    int framecount;
-    int animcount;
-    bool usesSprites;
+        program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
+    }
 
+    int m_timestamp_id;
+    QByteArray m_vertex_code;
+    QByteArray m_fragment_code;
+    QGLFunctions* glFuncs;
 };
-class UltraMaterialData : public QSGMaterialShader
+
+class SpriteMaterialData : public ImageMaterialData {};
+class SpriteMaterial : public QSGSimpleMaterialShader<SpriteMaterialData>
 {
+    QSG_DECLARE_SIMPLE_SHADER(SpriteMaterial, SpriteMaterialData)
+
 public:
-    UltraMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
+    SpriteMaterial()
     {
-        QFile vf(vertexFile ? vertexFile : ":defaultshaders/ultravertex.shader");
+        QFile vf(":defaultshaders/spritevertex.shader");
         vf.open(QFile::ReadOnly);
         m_vertex_code = vf.readAll();
 
-        QFile ff(fragmentFile ? fragmentFile : ":defaultshaders/ultrafragment.shader");
+        QFile ff(":defaultshaders/spritefragment.shader");
         ff.open(QFile::ReadOnly);
         m_fragment_code = ff.readAll();
 
@@ -202,110 +216,67 @@ public:
         Q_ASSERT(!m_fragment_code.isNull());
     }
 
-    void deactivate() {
-        QSGMaterialShader::deactivate();
-
-        for (int i=0; i<8; ++i) {
-            program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
-        }
-    }
-
-    virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
-    {
-        UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
-        state.context()->functions()->glActiveTexture(GL_TEXTURE1);
-        m->colortable->bind();
-
-        state.context()->functions()->glActiveTexture(GL_TEXTURE2);
-        m->sizetable->bind();
-
-        state.context()->functions()->glActiveTexture(GL_TEXTURE3);
-        m->opacitytable->bind();
-
-        // make sure we end by setting GL_TEXTURE0 as active texture
-        state.context()->functions()->glActiveTexture(GL_TEXTURE0);
-        m->texture->bind();
-
-        program()->setUniformValue(m_opacity_id, state.opacity());
-        program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
-        program()->setUniformValue(m_framecount_id, (float) m->framecount);
-        program()->setUniformValue(m_animcount_id, (float) m->animcount);
+    const char *vertexShader() const { return m_vertex_code.constData(); }
+    const char *fragmentShader() const { return m_fragment_code.constData(); }
 
-        if (state.isMatrixDirty())
-            program()->setUniformValue(m_matrix_id, state.combinedMatrix());
-    }
+    QList<QByteArray> attributes() const {
+        return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
+            << "vColor" << "vDeformVec" << "vRotation" << "vAnimData";
+    };
 
-    virtual void initialize() {
+    void initialize() {
+        QSGSimpleMaterialShader<SpriteMaterialData>::initialize();
         program()->bind();
         program()->setUniformValue("texture", 0);
         program()->setUniformValue("colortable", 1);
         program()->setUniformValue("sizetable", 2);
         program()->setUniformValue("opacitytable", 3);
-        m_matrix_id = program()->uniformLocation("matrix");
-        m_opacity_id = program()->uniformLocation("opacity");
+        glFuncs = QGLContext::currentContext()->functions();
         m_timestamp_id = program()->uniformLocation("timestamp");
         m_framecount_id = program()->uniformLocation("framecount");
         m_animcount_id = program()->uniformLocation("animcount");
     }
 
-    virtual const char *vertexShader() const { return m_vertex_code.constData(); }
-    virtual const char *fragmentShader() const { return m_fragment_code.constData(); }
-
-    virtual char const *const *attributeNames() const {
-        static const char *attr[] = {
-            "vPos",
-            "vTex",
-            "vData",
-            "vVec",
-            "vColor",
-            "vDeformVec",
-            "vRotation",
-            "vAnimData",
-            0
-        };
-        return attr;
-    }
+    void updateState(const SpriteMaterialData* d, const SpriteMaterialData*) {
+        glFuncs->glActiveTexture(GL_TEXTURE1);
+        d->colortable->bind();
 
-    virtual bool isColorTable() const { return false; }
+        glFuncs->glActiveTexture(GL_TEXTURE2);
+        d->sizetable->bind();
+
+        glFuncs->glActiveTexture(GL_TEXTURE3);
+        d->opacitytable->bind();
+
+        // make sure we end by setting GL_TEXTURE0 as active texture
+        glFuncs->glActiveTexture(GL_TEXTURE0);
+        d->texture->bind();
+
+        program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
+        program()->setUniformValue(m_framecount_id, (float) d->framecount);
+        program()->setUniformValue(m_animcount_id, (float) d->animcount);
+    }
 
-    int m_matrix_id;
-    int m_opacity_id;
     int m_timestamp_id;
     int m_framecount_id;
     int m_animcount_id;
-
     QByteArray m_vertex_code;
     QByteArray m_fragment_code;
-
-    static float chunkOfBytes[1024];
+    QGLFunctions* glFuncs;
 };
-float UltraMaterialData::chunkOfBytes[1024];
-
-QSGMaterialShader *UltraMaterial::createShader() const
-{
-    if (usesSprites)//TODO: Perhaps just swap the shaders, and don't mind the extra vector?
-        return new UltraMaterialData;
-    else
-        return new UltraMaterialData;
-}
-
 
-class SimpleMaterial : public UltraMaterial
+class ColoredMaterialData : public ImageMaterialData {};
+class ColoredMaterial : public QSGSimpleMaterialShader<ColoredMaterialData>
 {
-    virtual QSGMaterialShader *createShader() const;
-    virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
-};
+    QSG_DECLARE_SIMPLE_SHADER(ColoredMaterial, ColoredMaterialData)
 
-class SimpleMaterialData : public QSGMaterialShader
-{
 public:
-    SimpleMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
+    ColoredMaterial()
     {
-        QFile vf(vertexFile ? vertexFile : ":defaultshaders/simplevertex.shader");
+        QFile vf(":defaultshaders/coloredvertex.shader");
         vf.open(QFile::ReadOnly);
         m_vertex_code = vf.readAll();
 
-        QFile ff(fragmentFile ? fragmentFile : ":defaultshaders/simplefragment.shader");
+        QFile ff(":defaultshaders/coloredfragment.shader");
         ff.open(QFile::ReadOnly);
         m_fragment_code = ff.readAll();
 
@@ -313,63 +284,82 @@ public:
         Q_ASSERT(!m_fragment_code.isNull());
     }
 
-    void deactivate() {
-        QSGMaterialShader::deactivate();
+    const char *vertexShader() const { return m_vertex_code.constData(); }
+    const char *fragmentShader() const { return m_fragment_code.constData(); }
 
-        for (int i=0; i<8; ++i) {
-            program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
-        }
+    QList<QByteArray> attributes() const {
+        return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
+            << "vColor";
+    }
+
+    void initialize() {
+        QSGSimpleMaterialShader<ColoredMaterialData>::initialize();
+        program()->bind();
+        program()->setUniformValue("texture", 0);
+        glFuncs = QGLContext::currentContext()->functions();
+        m_timestamp_id = program()->uniformLocation("timestamp");
+    }
+
+    void updateState(const ColoredMaterialData* d, const ColoredMaterialData*) {
+        glFuncs->glActiveTexture(GL_TEXTURE0);
+        d->texture->bind();
+
+        program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
     }
 
-    virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
+    int m_timestamp_id;
+    QByteArray m_vertex_code;
+    QByteArray m_fragment_code;
+    QGLFunctions* glFuncs;
+};
+
+class SimpleMaterialData : public ImageMaterialData {};
+class SimpleMaterial : public QSGSimpleMaterialShader<SimpleMaterialData>
+{
+    QSG_DECLARE_SIMPLE_SHADER(SimpleMaterial, SimpleMaterialData)
+
+public:
+    SimpleMaterial()
     {
-        UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
-        state.context()->functions()->glActiveTexture(GL_TEXTURE0);
-        m->texture->bind();
+        QFile vf(":defaultshaders/simplevertex.shader");
+        vf.open(QFile::ReadOnly);
+        m_vertex_code = vf.readAll();
 
-        program()->setUniformValue(m_opacity_id, state.opacity());
-        program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
+        QFile ff(":defaultshaders/simplefragment.shader");
+        ff.open(QFile::ReadOnly);
+        m_fragment_code = ff.readAll();
 
-        if (state.isMatrixDirty())
-            program()->setUniformValue(m_matrix_id, state.combinedMatrix());
+        Q_ASSERT(!m_vertex_code.isNull());
+        Q_ASSERT(!m_fragment_code.isNull());
     }
 
-    virtual void initialize() {
-        m_matrix_id = program()->uniformLocation("matrix");
-        m_opacity_id = program()->uniformLocation("opacity");
-        m_timestamp_id = program()->uniformLocation("timestamp");
+    const char *vertexShader() const { return m_vertex_code.constData(); }
+    const char *fragmentShader() const { return m_fragment_code.constData(); }
+
+    QList<QByteArray> attributes() const {
+        return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec";
     }
 
-    virtual const char *vertexShader() const { return m_vertex_code.constData(); }
-    virtual const char *fragmentShader() const { return m_fragment_code.constData(); }
-
-    virtual char const *const *attributeNames() const {
-        static const char *attr[] = {
-            "vPos",
-            "vTex",
-            "vData",
-            "vVec",
-            0
-        };
-        return attr;
+    void initialize() {
+        QSGSimpleMaterialShader<SimpleMaterialData>::initialize();
+        program()->bind();
+        program()->setUniformValue("texture", 0);
+        glFuncs = QGLContext::currentContext()->functions();
+        m_timestamp_id = program()->uniformLocation("timestamp");
     }
 
-    virtual bool isColorTable() const { return false; }
+    void updateState(const SimpleMaterialData* d, const SimpleMaterialData*) {
+        glFuncs->glActiveTexture(GL_TEXTURE0);
+        d->texture->bind();
 
-    int m_matrix_id;
-    int m_opacity_id;
-    int m_timestamp_id;
+        program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
+    }
 
+    int m_timestamp_id;
     QByteArray m_vertex_code;
     QByteArray m_fragment_code;
-
-    static float chunkOfBytes[1024];
+    QGLFunctions* glFuncs;
 };
-float SimpleMaterialData::chunkOfBytes[1024];
-
-QSGMaterialShader *SimpleMaterial::createShader() const {
-    return new SimpleMaterialData;
-}
 
 /*!
     \qmlclass ImageParticle QSGImageParticle
@@ -450,7 +440,6 @@ QSGImageParticle::QSGImageParticle(QSGItem* parent)
     , m_color_variation(0.0)
     , m_rootNode(0)
     , m_material(0)
-    , m_tabledMaterial(0)
     , m_alphaVariation(0.0)
     , m_alpha(1.0)
     , m_redVariation(0.0)
@@ -476,7 +465,6 @@ QSGImageParticle::QSGImageParticle(QSGItem* parent)
 QSGImageParticle::~QSGImageParticle()
 {
     delete m_material;
-    delete m_tabledMaterial;
 }
 
 QDeclarativeListProperty<QSGSprite> QSGImageParticle::sprites()
@@ -703,276 +691,146 @@ static QSGGeometry::AttributeSet SimpleParticle_AttributeSet =
     SimpleParticle_Attributes
 };
 
-static QSGGeometry::Attribute UltraParticle_Attributes[] = {
+static QSGGeometry::Attribute ColoredParticle_Attributes[] = {
     { 0, 2, GL_FLOAT },             // Position
     { 1, 2, GL_FLOAT },             // TexCoord
     { 2, 4, GL_FLOAT },             // Data
     { 3, 4, GL_FLOAT },             // Vectors
     { 4, 4, GL_UNSIGNED_BYTE },     // Colors
-    { 5, 4, GL_FLOAT },             // DeformationVectors
-    { 6, 3, GL_FLOAT },             // Rotation
-    { 7, 4, GL_FLOAT }              // Anim Data
 };
 
-static QSGGeometry::AttributeSet UltraParticle_AttributeSet =
+static QSGGeometry::AttributeSet ColoredParticle_AttributeSet =
 {
-    8, // Attribute Count
-    (2 + 2 + 4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
-    UltraParticle_Attributes
+    5, // Attribute Count
+    (2 + 2 + 4 + 4) * sizeof(float) + 4 * sizeof(uchar),
+    ColoredParticle_Attributes
 };
 
-QSGGeometryNode* QSGImageParticle::buildSimpleParticleNodes()
-{
-    perfLevel = Simple;//TODO: Intermediate levels
-    QImage image = QImage(m_image_name.toLocalFile());
-    if (image.isNull()) {
-        printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
-        return 0;
-    }
-
-    if (m_material) {
-        delete m_material;
-        m_material = 0;
-    }
-
-    m_material = new SimpleMaterial();
-    m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
-    m_material->texture->setFiltering(QSGTexture::Linear);
-    m_material->framecount = 1;
-
-    foreach (const QString &str, m_particles){
-        int gIdx = m_system->m_groupIds[str];
-        int count = m_system->m_groupData[gIdx]->size();
-
-        QSGGeometryNode* node = new QSGGeometryNode();
-        m_nodes.insert(gIdx, node);
-        node->setMaterial(m_material);
-
-        int vCount = count * 4;
-        int iCount = count * 6;
-
-        QSGGeometry *g = new QSGGeometry(SimpleParticle_AttributeSet, vCount, iCount);
-        node->setGeometry(g);
-        g->setDrawingMode(GL_TRIANGLES);
-
-        SimpleVertex *vertices = (SimpleVertex *) g->vertexData();
-        for (int p=0; p < count; ++p){
-            commit(gIdx, 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;
-        }
-    }
-
-    foreach (QSGGeometryNode* node, m_nodes){
-        if (node == *(m_nodes.begin()))
-                continue;
-        (*(m_nodes.begin()))->appendChildNode(node);
-    }
-
-    return *(m_nodes.begin());
-}
+static QSGGeometry::Attribute DeformableParticle_Attributes[] = {
+    { 0, 2, GL_FLOAT },             // Position
+    { 1, 2, GL_FLOAT },             // TexCoord
+    { 2, 4, GL_FLOAT },             // Data
+    { 3, 4, GL_FLOAT },             // Vectors
+    { 4, 4, GL_UNSIGNED_BYTE },     // Colors
+    { 5, 4, GL_FLOAT },             // DeformationVectors
+    { 6, 3, GL_FLOAT },             // Rotation
+};
 
-QSGGeometryNode* QSGImageParticle::buildTabledParticleNodes()//TODO: TabledParticle so as to not have the unused anim attributes
+static QSGGeometry::AttributeSet DeformableParticle_AttributeSet =
 {
-    perfLevel = Tabled;//TODO: More Intermediate levels
-    if (!m_color.isValid())//But we're in colored level (or higher)
-        m_color = QColor(Qt::white);
-    QImage image = QImage(m_image_name.toLocalFile());
-    if (image.isNull()) {
-        printf("ImageParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
-        return 0;
-    }
-
-    if (m_material) {
-        delete m_material;
-        m_material = 0;
-    }
-
-    m_tabledMaterial = TabledMaterial::createMaterial();
-    m_tabledMaterial->setFlag(QSGMaterial::Blending, true);
-    QImage colortable(m_colortable_name.toLocalFile());
-    QImage sizetable(m_sizetable_name.toLocalFile());
-    QImage opacitytable(m_opacitytable_name.toLocalFile());
-    if (colortable.isNull())
-        colortable = QImage(":defaultshaders/identitytable.png");
-    if (sizetable.isNull())
-        sizetable = QImage(":defaultshaders/identitytable.png");
-    if (opacitytable.isNull())
-        opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
-    Q_ASSERT(!colortable.isNull());
-    Q_ASSERT(!sizetable.isNull());
-    Q_ASSERT(!opacitytable.isNull());
-    m_tabledMaterial->state()->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
-    m_tabledMaterial->state()->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
-    m_tabledMaterial->state()->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
-    m_tabledMaterial->state()->texture = sceneGraphEngine()->createTextureFromImage(image);
-    m_tabledMaterial->state()->texture->setFiltering(QSGTexture::Linear);
-
-    foreach (const QString &str, m_particles){
-        int gIdx = m_system->m_groupIds[str];
-        int count = m_system->m_groupData[gIdx]->size();
-        QSGGeometryNode* node = new QSGGeometryNode();
-        node->setMaterial(m_tabledMaterial);
-
-        m_nodes.insert(gIdx, node);
-        m_idxStarts.insert(gIdx, m_lastIdxStart);
-        m_lastIdxStart += count;
-
-        //Create Particle Geometry
-        int vCount = count * 4;
-        int iCount = count * 6;
-
-        QSGGeometry *g = new QSGGeometry(UltraParticle_AttributeSet, vCount, iCount);
-        node->setGeometry(g);
-        g->setDrawingMode(GL_TRIANGLES);
-
-        UltraVertex *vertices = (UltraVertex *) g->vertexData();
-        for (int p=0; p < count; ++p) {
-            commit(gIdx, p);//commit sets geometry for the node
-
-            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;
-        }
-
-    }
-
-
+    7, // Attribute Count
+    (2 + 2 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
+    DeformableParticle_Attributes
+};
 
-    foreach (QSGGeometryNode* node, m_nodes){
-        if (node == *(m_nodes.begin()))
-                continue;
-        (*(m_nodes.begin()))->appendChildNode(node);
-    }
+static QSGGeometry::Attribute SpriteParticle_Attributes[] = {
+    { 0, 2, GL_FLOAT },             // Position
+    { 1, 2, GL_FLOAT },             // TexCoord
+    { 2, 4, GL_FLOAT },             // Data
+    { 3, 4, GL_FLOAT },             // Vectors
+    { 4, 4, GL_UNSIGNED_BYTE },     // Colors
+    { 5, 4, GL_FLOAT },             // DeformationVectors
+    { 6, 3, GL_FLOAT },             // Rotation
+    { 7, 4, GL_FLOAT }              // Anim Data
+};
 
-    return *(m_nodes.begin());
-}
+static QSGGeometry::AttributeSet SpriteParticle_AttributeSet =
+{
+    8, // Attribute Count
+    (2 + 2 + 4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
+    SpriteParticle_Attributes
+};
 
 QSGGeometryNode* QSGImageParticle::buildParticleNodes()
 {
-    if (m_count * 4 > 0xffff) {
-        printf("UltraParticle: Too many particles... \n");//### Why is this here?
+    if (m_count * 4 > 0xffff) {//TODO: Lift this limit for desktop?
+        printf("ImageParticle: Too many particles - maximum 16,000 per ImageParticle.\n");//ES 2 vertex count limit is ushort
         return 0;
     }
 
     if (count() <= 0)
         return 0;
 
-    if (!m_sprites.count() && !m_bloat) {
-        if (m_colortable_name.isEmpty()
-            && m_sizetable_name.isEmpty()
-            && m_opacitytable_name.isEmpty()
-            && !m_autoRotation
-            && !m_rotation && !m_rotationVariation
-            && !m_rotationSpeed && !m_rotationSpeedVariation
-            && !m_alphaVariation && m_alpha == 1.0
-            && !m_redVariation && !m_blueVariation && !m_greenVariation
-            && !m_color.isValid()
-            )
-            return buildSimpleParticleNodes();
-        else
-            return buildTabledParticleNodes();
-    }
-    if (m_tabledMaterial) {
-        delete m_tabledMaterial;
-        m_tabledMaterial = 0;
+    if (m_sprites.count() || m_bloat) {
+        perfLevel = Sprites;
+    } else if (!m_colortable_name.isEmpty() || !m_sizetable_name.isEmpty()
+               || !m_opacitytable_name.isEmpty()) {
+        perfLevel = Tabled;
+    } else if (m_autoRotation || m_rotation || m_rotationVariation
+               || m_rotationSpeed || m_rotationSpeedVariation) {
+        perfLevel = Deformable;
+    } else if (m_alphaVariation || m_alpha != 1.0 || m_color.isValid()
+               || m_redVariation || m_blueVariation || m_greenVariation) {
+        perfLevel = Colored;
+    } else {
+        perfLevel = Simple;
     }
 
-    perfLevel = Sprites;//TODO: intermediate levels
-    if (!m_color.isValid())//But we're in colored level (or higher)
-        m_color = QColor(Qt::white);
+    if (perfLevel >= Colored  && !m_color.isValid())
+        m_color = QColor(Qt::white);//Hidden default, but different from unset
 
     QImage image;
-    if (m_sprites.count()){
+    if (perfLevel >= Sprites){
         if (!m_spriteEngine) {
-            qWarning() << "UltraParticle: No sprite engine...";
+            qWarning() << "ImageParticle: No sprite engine...";
             return 0;
         }
         image = m_spriteEngine->assembledImage();
         if (image.isNull())//Warning is printed in engine
             return 0;
-    }else{
+    } else {
         image = QImage(m_image_name.toLocalFile());
         if (image.isNull()) {
-            printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
+            printf("ImageParticle: loading image failed '%s'\n", qPrintable(m_image_name.toLocalFile()));
             return 0;
         }
     }
 
+
     if (m_material) {
         delete m_material;
         m_material = 0;
     }
 
-    QImage colortable(m_colortable_name.toLocalFile());
-    QImage sizetable(m_sizetable_name.toLocalFile());
-    QImage opacitytable(m_opacitytable_name.toLocalFile());
-    m_material = new UltraMaterial();
-    if (colortable.isNull())
-        colortable = QImage(":defaultshaders/identitytable.png");
-    if (sizetable.isNull())
-        sizetable = QImage(":defaultshaders/identitytable.png");
-    if (opacitytable.isNull())
-        opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
-    Q_ASSERT(!colortable.isNull());
-    Q_ASSERT(!sizetable.isNull());
-    Q_ASSERT(!opacitytable.isNull());
-    m_material->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
-    m_material->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
-    m_material->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
-
-    m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
-    m_material->texture->setFiltering(QSGTexture::Linear);
-
-    m_material->framecount = 1;
-    if (m_spriteEngine){
-        m_material->framecount = m_spriteEngine->maxFrames();
+    //Setup material
+    QImage colortable;
+    QImage sizetable;
+    QImage opacitytable;
+    switch (perfLevel) {//Fallthrough intended
+    case Sprites:
+        m_material = SpriteMaterial::createMaterial();
+        getState<ImageMaterialData>(m_material)->framecount = m_spriteEngine->maxFrames();
         m_spriteEngine->setCount(m_count);
+    case Tabled:
+        if (!m_material)
+            m_material = TabledMaterial::createMaterial();
+        colortable = QImage(m_colortable_name.toLocalFile());
+        sizetable = QImage(m_sizetable_name.toLocalFile());
+        opacitytable = QImage(m_opacitytable_name.toLocalFile());
+        if (colortable.isNull())
+            colortable = QImage(":defaultshaders/identitytable.png");
+        if (sizetable.isNull())
+            sizetable = QImage(":defaultshaders/identitytable.png");
+        if (opacitytable.isNull())
+            opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
+        Q_ASSERT(!colortable.isNull());
+        Q_ASSERT(!sizetable.isNull());
+        Q_ASSERT(!opacitytable.isNull());
+        getState<ImageMaterialData>(m_material)->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
+        getState<ImageMaterialData>(m_material)->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
+        getState<ImageMaterialData>(m_material)->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
+    case Deformable:
+        if (!m_material)
+            m_material = DeformableMaterial::createMaterial();
+    case Colored:
+        if (!m_material)
+            m_material = ColoredMaterial::createMaterial();
+    default://Also Simple
+        if (!m_material)
+            m_material = SimpleMaterial::createMaterial();
+        getState<ImageMaterialData>(m_material)->texture = sceneGraphEngine()->createTextureFromImage(image);
+        getState<ImageMaterialData>(m_material)->texture->setFiltering(QSGTexture::Linear);
+        m_material->setFlag(QSGMaterial::Blending);
     }
 
     foreach (const QString &str, m_particles){
@@ -989,28 +847,34 @@ QSGGeometryNode* QSGImageParticle::buildParticleNodes()
         int vCount = count * 4;
         int iCount = count * 6;
 
-        QSGGeometry *g = new QSGGeometry(UltraParticle_AttributeSet, vCount, iCount);
+        QSGGeometry *g;
+        if (perfLevel == Sprites)
+            g = new QSGGeometry(SpriteParticle_AttributeSet, vCount, iCount);
+        else if (perfLevel == Tabled)
+            g = new QSGGeometry(DeformableParticle_AttributeSet, vCount, iCount);
+        else if (perfLevel == Deformable)
+            g = new QSGGeometry(DeformableParticle_AttributeSet, vCount, iCount);
+        else if (perfLevel == Colored)
+            g = new QSGGeometry(ColoredParticle_AttributeSet, vCount, iCount);
+        else //Simple
+            g = new QSGGeometry(SimpleParticle_AttributeSet, vCount, iCount);
+
         node->setGeometry(g);
         g->setDrawingMode(GL_TRIANGLES);
 
-        UltraVertex *vertices = (UltraVertex *) g->vertexData();
-        for (int p=0; p < count; ++p) {
-            commit(gIdx, p);//commit sets geometry for the node
-
-            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;
+        for (int p=0; p < count; ++p)
+            commit(gIdx, p);//commit sets geometry for the node, has its own perfLevel switch
 
-            vertices += 4;
-        }
+        if (perfLevel == Sprites)
+            initTexCoords<SpriteVertex>((SpriteVertex*)g->vertexData(), vCount);
+        else if (perfLevel == Tabled)
+            initTexCoords<DeformableVertex>((DeformableVertex*)g->vertexData(), vCount);
+        else if (perfLevel == Deformable)
+            initTexCoords<DeformableVertex>((DeformableVertex*)g->vertexData(), vCount);
+        else if (perfLevel == Colored)
+            initTexCoords<ColoredVertex>((ColoredVertex*)g->vertexData(), vCount);
+        else //Simple
+            initTexCoords<SimpleVertex>((SimpleVertex*)g->vertexData(), vCount);
 
         quint16 *indices = g->indexDataAsUShort();
         for (int i=0; i < count; ++i) {
@@ -1087,42 +951,34 @@ void QSGImageParticle::prepareNextFrame()
 
     qreal time = timeStamp / 1000.;
 
-    switch (perfLevel){//Fall-through intended... eventually //TODO: solve m_material/m_namedMaterial!
+    switch (perfLevel){//Fall-through intended
     case Sprites:
-        m_material->timestamp = time;
         //Advance State
-        if (m_spriteEngine){//perfLevel == Sprites?//TODO: use signals?
-
-            m_material->animcount = m_spriteEngine->spriteCount();
-            m_spriteEngine->updateSprites(timeStamp);
-            foreach (const QString &str, m_particles){
-                int gIdx = m_system->m_groupIds[str];
-                int count = m_system->m_groupData[gIdx]->size();
-
-                UltraVertices *particles = (UltraVertices *) m_nodes[gIdx]->geometry()->vertexData();
-                for (int i=0; i < count; i++){
-                    int spriteIdx = m_idxStarts[gIdx] + i;
-                    UltraVertices &p = particles[i];
-                    int curIdx = m_spriteEngine->spriteState(spriteIdx);
-                    if (curIdx != p.v1.animIdx){
-                        p.v1.animIdx = p.v2.animIdx = p.v3.animIdx = p.v4.animIdx = curIdx;
-                        p.v1.animT = p.v2.animT = p.v3.animT = p.v4.animT = m_spriteEngine->spriteStart(spriteIdx)/1000.0;
-                        p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(spriteIdx);
-                        p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
-                    }
+        getState<ImageMaterialData>(m_material)->animcount = m_spriteEngine->spriteCount();
+        m_spriteEngine->updateSprites(timeStamp);
+        foreach (const QString &str, m_particles){
+            int gIdx = m_system->m_groupIds[str];
+            int count = m_system->m_groupData[gIdx]->size();
+
+            Vertices<SpriteVertex>* particles = (Vertices<SpriteVertex> *) m_nodes[gIdx]->geometry()->vertexData();
+            for (int i=0; i < count; i++){
+                int spriteIdx = m_idxStarts[gIdx] + i;
+                Vertices<SpriteVertex> &p = particles[i];
+                int curIdx = m_spriteEngine->spriteState(spriteIdx);
+                if (curIdx != p.v1.animIdx){
+                    p.v1.animIdx = p.v2.animIdx = p.v3.animIdx = p.v4.animIdx = curIdx;
+                    p.v1.animT = p.v2.animT = p.v3.animT = p.v4.animT = m_spriteEngine->spriteStart(spriteIdx)/1000.0;
+                    p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(spriteIdx);
+                    p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
                 }
             }
-        }else{
-            m_material->animcount = 1;
         }
-        break;
     case Tabled:
     case Deformable:
     case Colored:
-        m_tabledMaterial->state()->timestamp = time; break;
     case Simple:
-        m_material->timestamp = time; break;
-    default:
+    default: //Also Simple
+        getState<ImageMaterialData>(m_material)->timestamp = time;
         break;
     }
 
@@ -1194,69 +1050,88 @@ void QSGImageParticle::commit(int gIdx, int pIdx)
     if (!node)
         return;
     QSGParticleData* datum = m_system->m_groupData[gIdx]->data[pIdx];
-
     node->setFlag(QSGNode::OwnsGeometry, false);
-    UltraVertex *ultraVertices = (UltraVertex *) node->geometry()->vertexData();
+    SpriteVertex *spriteVertices = (SpriteVertex *) node->geometry()->vertexData();
+    DeformableVertex *deformableVertices = (DeformableVertex *) node->geometry()->vertexData();
+    ColoredVertex *coloredVertices = (ColoredVertex *) node->geometry()->vertexData();
     SimpleVertex *simpleVertices = (SimpleVertex *) node->geometry()->vertexData();
-    switch (perfLevel){
+    switch (perfLevel){//No automatic fall through intended on this one
     case Sprites:
-        ultraVertices += pIdx*4;
+        spriteVertices += pIdx*4;
         for (int i=0; i<4; i++){
-            ultraVertices[i].x = datum->x  - m_systemOffset.x();
-            ultraVertices[i].y = datum->y  - m_systemOffset.y();
-            ultraVertices[i].t = datum->t;
-            ultraVertices[i].lifeSpan = datum->lifeSpan;
-            ultraVertices[i].size = datum->size;
-            ultraVertices[i].endSize = datum->endSize;
-            ultraVertices[i].vx = datum->vx;
-            ultraVertices[i].vy = datum->vy;
-            ultraVertices[i].ax = datum->ax;
-            ultraVertices[i].ay = datum->ay;
-            ultraVertices[i].xx = datum->xx;
-            ultraVertices[i].xy = datum->xy;
-            ultraVertices[i].yx = datum->yx;
-            ultraVertices[i].yy = datum->yy;
-            ultraVertices[i].rotation = datum->rotation;
-            ultraVertices[i].rotationSpeed = datum->rotationSpeed;
-            ultraVertices[i].autoRotate = datum->autoRotate;
-            ultraVertices[i].animIdx = datum->animIdx;
-            ultraVertices[i].frameDuration = datum->frameDuration;
-            ultraVertices[i].frameCount = datum->frameCount;
-            ultraVertices[i].animT = datum->animT;
-            ultraVertices[i].color.r = datum->color.r;
-            ultraVertices[i].color.g = datum->color.g;
-            ultraVertices[i].color.b = datum->color.b;
-            ultraVertices[i].color.a = datum->color.a;
+            spriteVertices[i].x = datum->x  - m_systemOffset.x();
+            spriteVertices[i].y = datum->y  - m_systemOffset.y();
+            spriteVertices[i].t = datum->t;
+            spriteVertices[i].lifeSpan = datum->lifeSpan;
+            spriteVertices[i].size = datum->size;
+            spriteVertices[i].endSize = datum->endSize;
+            spriteVertices[i].vx = datum->vx;
+            spriteVertices[i].vy = datum->vy;
+            spriteVertices[i].ax = datum->ax;
+            spriteVertices[i].ay = datum->ay;
+            spriteVertices[i].xx = datum->xx;
+            spriteVertices[i].xy = datum->xy;
+            spriteVertices[i].yx = datum->yx;
+            spriteVertices[i].yy = datum->yy;
+            spriteVertices[i].rotation = datum->rotation;
+            spriteVertices[i].rotationSpeed = datum->rotationSpeed;
+            spriteVertices[i].autoRotate = datum->autoRotate;
+            spriteVertices[i].animIdx = datum->animIdx;
+            spriteVertices[i].frameDuration = datum->frameDuration;
+            spriteVertices[i].frameCount = datum->frameCount;
+            spriteVertices[i].animT = datum->animT;
+            spriteVertices[i].color.r = datum->color.r;
+            spriteVertices[i].color.g = datum->color.g;
+            spriteVertices[i].color.b = datum->color.b;
+            spriteVertices[i].color.a = datum->color.a;
         }
         break;
-    case Tabled:
-        ultraVertices += pIdx*4;
+    case Tabled: //Fall through until it has its own vertex class
+    case Deformable:
+        deformableVertices += pIdx*4;
         for (int i=0; i<4; i++){
-            ultraVertices[i].x = datum->x  - m_systemOffset.x();
-            ultraVertices[i].y = datum->y  - m_systemOffset.y();
-            ultraVertices[i].t = datum->t;
-            ultraVertices[i].lifeSpan = datum->lifeSpan;
-            ultraVertices[i].size = datum->size;
-            ultraVertices[i].endSize = datum->endSize;
-            ultraVertices[i].vx = datum->vx;
-            ultraVertices[i].vy = datum->vy;
-            ultraVertices[i].ax = datum->ax;
-            ultraVertices[i].ay = datum->ay;
-            ultraVertices[i].xx = datum->xx;
-            ultraVertices[i].xy = datum->xy;
-            ultraVertices[i].yx = datum->yx;
-            ultraVertices[i].yy = datum->yy;
-            ultraVertices[i].rotation = datum->rotation;
-            ultraVertices[i].rotationSpeed = datum->rotationSpeed;
-            ultraVertices[i].autoRotate = datum->autoRotate;
-            ultraVertices[i].color.r = datum->color.r;
-            ultraVertices[i].color.g = datum->color.g;
-            ultraVertices[i].color.b = datum->color.b;
-            ultraVertices[i].color.a = datum->color.a;
+            deformableVertices[i].x = datum->x  - m_systemOffset.x();
+            deformableVertices[i].y = datum->y  - m_systemOffset.y();
+            deformableVertices[i].t = datum->t;
+            deformableVertices[i].lifeSpan = datum->lifeSpan;
+            deformableVertices[i].size = datum->size;
+            deformableVertices[i].endSize = datum->endSize;
+            deformableVertices[i].vx = datum->vx;
+            deformableVertices[i].vy = datum->vy;
+            deformableVertices[i].ax = datum->ax;
+            deformableVertices[i].ay = datum->ay;
+            deformableVertices[i].xx = datum->xx;
+            deformableVertices[i].xy = datum->xy;
+            deformableVertices[i].yx = datum->yx;
+            deformableVertices[i].yy = datum->yy;
+            deformableVertices[i].rotation = datum->rotation;
+            deformableVertices[i].rotationSpeed = datum->rotationSpeed;
+            deformableVertices[i].autoRotate = datum->autoRotate;
+            deformableVertices[i].color.r = datum->color.r;
+            deformableVertices[i].color.g = datum->color.g;
+            deformableVertices[i].color.b = datum->color.b;
+            deformableVertices[i].color.a = datum->color.a;
         }
         break;
-    case Deformable: //TODO: Us
     case Colored:
+        coloredVertices += pIdx*4;
+        for (int i=0; i<4; i++){
+            coloredVertices[i].x = datum->x  - m_systemOffset.x();
+            coloredVertices[i].y = datum->y  - m_systemOffset.y();
+            coloredVertices[i].t = datum->t;
+            coloredVertices[i].lifeSpan = datum->lifeSpan;
+            coloredVertices[i].size = datum->size;
+            coloredVertices[i].endSize = datum->endSize;
+            coloredVertices[i].vx = datum->vx;
+            coloredVertices[i].vy = datum->vy;
+            coloredVertices[i].ax = datum->ax;
+            coloredVertices[i].ay = datum->ay;
+            coloredVertices[i].color.r = datum->color.r;
+            coloredVertices[i].color.g = datum->color.g;
+            coloredVertices[i].color.b = datum->color.b;
+            coloredVertices[i].color.a = datum->color.a;
+        }
+        break;
     case Simple:
         simpleVertices += pIdx*4;
         for (int i=0; i<4; i++){
index ae80434..f8a57a5 100644 (file)
@@ -52,8 +52,7 @@ QT_BEGIN_NAMESPACE
 
 QT_MODULE(Declarative)
 
-class UltraMaterial;
-class TabledMaterialData;
+class ImageMaterialData;
 class QSGGeometryNode;
 
 class QSGSprite;
@@ -74,14 +73,46 @@ struct SimpleVertex {
     float ay;
 };
 
-struct SimpleVertices {
-    SimpleVertex v1;
-    SimpleVertex v2;
-    SimpleVertex v3;
-    SimpleVertex v4;
+struct ColoredVertex {
+    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;
+};
+
+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 rotationSpeed;
+    float autoRotate;//Assumed that GPUs prefer floats to bools
 };
 
-struct UltraVertex {
+struct SpriteVertex {
     float x;
     float y;
     float tx;
@@ -101,25 +132,19 @@ struct UltraVertex {
     float yy;
     float rotation;
     float rotationSpeed;
-    float autoRotate;//Assume that GPUs prefer floats to bools
+    float autoRotate;//Assumed that GPUs prefer floats to bools
     float animIdx;
     float frameDuration;
     float frameCount;
     float animT;
 };
 
-struct UltraVertices {
-    UltraVertex v1;
-    UltraVertex v2;
-    UltraVertex v3;
-    UltraVertex v4;
-};
-
-struct IntermediateVertices {
-    UltraVertex* v1;
-    UltraVertex* v2;
-    UltraVertex* v3;
-    UltraVertex* v4;
+template <typename Vertex>
+struct Vertices {
+    Vertex v1;
+    Vertex v2;
+    Vertex v3;
+    Vertex v4;
 };
 
 class QSGImageParticle : public QSGParticlePainter
@@ -292,8 +317,6 @@ protected:
     QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
     void prepareNextFrame();
     QSGGeometryNode* buildParticleNodes();
-    QSGGeometryNode* buildSimpleParticleNodes();
-    QSGGeometryNode* buildTabledParticleNodes();
 
 private slots:
     void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
@@ -315,8 +338,7 @@ private:
     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?
     int m_lastIdxStart;
-    UltraMaterial *m_material;
-    QSGSimpleMaterial<TabledMaterialData> *m_tabledMaterial;
+    QSGMaterial *m_material;
 
     // derived values...
 
@@ -342,6 +364,31 @@ private:
 
     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;
+        }
+    }
+
+    template<class MaterialData>
+    MaterialData* getState(QSGMaterial* m){
+        return static_cast<QSGSimpleMaterial<MaterialData> *>(m)->state();
+    }
 };
 
 QT_END_NAMESPACE