Switch to using one shader and #ifdefs
authorAlan Alpert <alan.alpert@nokia.com>
Mon, 22 Aug 2011 09:00:16 +0000 (19:00 +1000)
committerQt by Nokia <qt-info@nokia.com>
Wed, 24 Aug 2011 02:23:40 +0000 (04:23 +0200)
Also clean up the shader code a little

Change-Id: I98062ae729c145901e1d218a698672672ca1bf26
Reviewed-on: http://codereview.qt.nokia.com/3298
Reviewed-by: Qt Sanity Bot <qt_sanity_bot@ovi.com>
Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
src/declarative/particles/defaultshaders/imagefragment.shader [new file with mode: 0644]
src/declarative/particles/defaultshaders/imagevertex.shader [new file with mode: 0644]
src/declarative/particles/defaultshaders/spritevertex.shader
src/declarative/particles/particles.qrc
src/declarative/particles/qsgimageparticle.cpp

diff --git a/src/declarative/particles/defaultshaders/imagefragment.shader b/src/declarative/particles/defaultshaders/imagefragment.shader
new file mode 100644 (file)
index 0000000..5286c85
--- /dev/null
@@ -0,0 +1,54 @@
+uniform sampler2D texture;
+uniform lowp float qt_Opacity;
+
+#ifdef SPRITE
+varying highp vec4 fTexS;
+#else
+#ifdef DEFORM //First non-pointsprite
+varying highp vec2 fTex;
+#endif
+#endif
+#ifdef COLOR
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+#ifdef TABLE
+varying lowp vec2 tt;
+uniform sampler2D colortable;
+uniform sampler2D opacitytable;
+uniform sampler2D sizetable;
+#endif
+
+void main() {
+#ifdef SPRITE
+    gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y)
+            * fColor
+            * texture2D(colortable, tt)
+            * (texture2D(opacitytable, tt).w * qt_Opacity);
+#else
+#ifdef TABLE
+    highp vec2 tex = (((fTex - 0.5) / texture2D(sizetable, tt).w) + 0.5);
+    lowp vec4 color;
+    if(tex.x < 1.0 && tex.x > 0.0 && tex.y < 1.0 && tex.y > 0.0){//No CLAMP_TO_BORDER in ES2, so have to do it ourselves
+        color = texture2D(texture, tex);//TODO: Replace with uniform array in vertex shader
+    }else{
+        color = vec4(0.,0.,0.,0.);
+    }
+    gl_FragColor = color
+            * fColor
+            * texture2D(colortable, tt)
+            * (texture2D(opacitytable,tt).w * qt_Opacity);
+#else
+#ifdef DEFORM
+    gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
+#else
+#ifdef COLOR
+    gl_FragColor = (texture2D(texture, gl_PointCoord)) * fColor * qt_Opacity;
+#else
+    gl_FragColor = texture2D(texture, gl_PointCoord) * (fFade * qt_Opacity);
+#endif //COLOR
+#endif //DEFORM
+#endif //TABLE
+#endif //SPRITE
+}
diff --git a/src/declarative/particles/defaultshaders/imagevertex.shader b/src/declarative/particles/defaultshaders/imagevertex.shader
new file mode 100644 (file)
index 0000000..a572d73
--- /dev/null
@@ -0,0 +1,119 @@
+attribute highp vec2 vPos;
+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 float entry;
+#ifdef COLOR
+attribute lowp vec4 vColor;
+#endif
+#ifdef DEFORM
+attribute highp vec2 vTex;
+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
+#endif
+#ifdef SPRITE
+attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
+uniform highp float framecount; //maximum of all anims
+uniform highp float animcount;
+#endif
+
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
+#ifdef TABLE
+varying lowp vec2 tt;//y is progress if Sprite mode
+#endif
+#ifdef SPRITE
+varying highp vec4 fTexS;
+#else
+#ifdef DEFORM
+varying highp vec2 fTex;
+#endif
+#endif
+#ifdef COLOR
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+
+
+void main() {
+
+    highp float t = (timestamp - vData.x) / vData.y;
+    if (t < 0. || t > 1.){
+#ifdef DEFORM //Not point sprites
+        gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.);
+#else
+        gl_PointSize = 0.;
+#endif
+        return;
+    }
+#ifdef SPRITE
+    //Calculate frame location in texture
+    highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z);
+    tt.y = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y;
+
+    frameIndex = floor(frameIndex);
+    fTexS.xy = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount));
+
+    //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);
+    fTexS.zw = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount));
+#else
+#ifdef DEFORM
+    fTex = vTex;
+#endif
+#endif
+    highp float currentSize = mix(vData.z, vData.w, t * t);
+    lowp float fade = 1.;
+    highp float fadeIn = min(t * 10., 1.);
+    highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
+
+    if (entry == 1.)
+        fade = fadeIn * fadeOut;
+    else if(entry == 2.)
+        currentSize = currentSize * fadeIn * fadeOut;
+
+    highp vec2 pos;
+#ifdef DEFORM
+    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 vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5);
+    highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
+    rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
+    /* The readable version:
+    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
+          + rotatedDeform.xy
+          + rotatedDeform.zw
+          + vVec.xy * t * vData.y         // apply speed
+          + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
+#else
+    pos = vPos
+          + vVec.xy * t * vData.y         // apply speed vector..
+          + 0.5 * vVec.zw * pow(t * vData.y, 2.);
+    gl_PointSize = currentSize;
+#endif
+    gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+
+#ifdef COLOR
+    fColor = vColor * fade;
+#else
+    fFade = fade;
+#endif
+#ifdef TABLE
+    tt.x = t;
+#endif
+}
index c28e74c..96ce345 100644 (file)
@@ -1,28 +1,41 @@
 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
+#ifdef COLOR
 attribute lowp vec4 vColor;
+#endif
+#ifdef DEFORM
+attribute highp vec2 vTex;
 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
+#endif
+#ifdef SPRITE
 attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
-
-uniform highp mat4 qt_Matrix;
-uniform highp float timestamp;
 uniform highp float framecount; //maximum of all anims
 uniform highp float animcount;
+#endif
 
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
+#ifdef TABLE
 varying lowp float tt;
+#endif
+#ifdef SPRITE
+varying lowp float progress;
 varying highp vec2 fTexA;
 varying highp vec2 fTexB;
-varying lowp float progress;
+#elseif DEFORM
+varying highp vec2 fTex;
+#endif
+#ifdef COLOR
 varying lowp vec4 fColor;
+#endif
 
 
 void main() {
 
     highp float t = (timestamp - vData.x) / vData.y;
-
+#ifdef SPRITE
     //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;
@@ -55,6 +68,7 @@ void main() {
     else
         frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
     fTexB = frameTex;
+#endif
 
     highp float currentSize = mix(vData.z, vData.w, t * t);
 
@@ -62,6 +76,7 @@ void main() {
         currentSize = 0.;
 
     highp vec2 pos;
+#ifdef DEFORM
     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;
@@ -82,9 +97,17 @@ void main() {
           //- 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
-
+#else
+    pos = vPos
+          + vVec.xy * t * vData.y         // apply speed vector..
+          + 0.5 * vVec.zw * pow(t * vData.y, 2.);
+#endif
     gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
 
+#ifdef COLOR
     fColor = vColor;
+#endif
+#ifdef TABLE
     tt = t;
+#endif
 }
index b9dc322..5403f55 100644 (file)
@@ -1,17 +1,9 @@
 <RCC>
     <qresource prefix="/">
+        <file>defaultshaders/imagefragment.shader</file>
+        <file>defaultshaders/imagevertex.shader</file>
         <file>defaultshaders/spriteimagefragment.shader</file>
         <file>defaultshaders/spriteimagevertex.shader</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/coloredvertex.shader</file>
-        <file>defaultshaders/coloredfragment.shader</file>
-        <file>defaultshaders/simplevertex.shader</file>
-        <file>defaultshaders/simplefragment.shader</file>
         <file>defaultshaders/identitytable.png</file>
         <file>defaultshaders/defaultFadeInOut.png</file>
     </qresource>
index aac07b9..98f0985 100644 (file)
@@ -92,13 +92,15 @@ class TabledMaterial : public QSGSimpleMaterialShader<TabledMaterialData>
 public:
     TabledMaterial()
     {
-        QFile vf(":defaultshaders/tabledvertex.shader");
+        QFile vf(":defaultshaders/imagevertex.shader");
         vf.open(QFile::ReadOnly);
-        m_vertex_code = vf.readAll();
+        m_vertex_code = QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
+            + vf.readAll();
 
-        QFile ff(":defaultshaders/tabledfragment.shader");
+        QFile ff(":defaultshaders/imagefragment.shader");
         ff.open(QFile::ReadOnly);
-        m_fragment_code = ff.readAll();
+        m_fragment_code = QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
+            + ff.readAll();
 
         Q_ASSERT(!m_vertex_code.isNull());
         Q_ASSERT(!m_fragment_code.isNull());
@@ -159,13 +161,15 @@ class DeformableMaterial : public QSGSimpleMaterialShader<DeformableMaterialData
 public:
     DeformableMaterial()
     {
-        QFile vf(":defaultshaders/deformablevertex.shader");
+        QFile vf(":defaultshaders/imagevertex.shader");
         vf.open(QFile::ReadOnly);
-        m_vertex_code = vf.readAll();
+        m_vertex_code = QByteArray("#define DEFORM\n#define COLOR\n")
+            + vf.readAll();
 
-        QFile ff(":defaultshaders/deformablefragment.shader");
+        QFile ff(":defaultshaders/imagefragment.shader");
         ff.open(QFile::ReadOnly);
-        m_fragment_code = ff.readAll();
+        m_fragment_code = QByteArray("#define DEFORM\n#define COLOR\n")
+            + ff.readAll();
 
         Q_ASSERT(!m_vertex_code.isNull());
         Q_ASSERT(!m_fragment_code.isNull());
@@ -211,13 +215,15 @@ class SpriteMaterial : public QSGSimpleMaterialShader<SpriteMaterialData>
 public:
     SpriteMaterial()
     {
-        QFile vf(":defaultshaders/spritevertex.shader");
+        QFile vf(":defaultshaders/imagevertex.shader");
         vf.open(QFile::ReadOnly);
-        m_vertex_code = vf.readAll();
+        m_vertex_code = QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
+            + vf.readAll();
 
-        QFile ff(":defaultshaders/spritefragment.shader");
+        QFile ff(":defaultshaders/imagefragment.shader");
         ff.open(QFile::ReadOnly);
-        m_fragment_code = ff.readAll();
+        m_fragment_code = QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
+            + ff.readAll();
 
         Q_ASSERT(!m_vertex_code.isNull());
         Q_ASSERT(!m_fragment_code.isNull());
@@ -282,13 +288,15 @@ class ColoredMaterial : public QSGSimpleMaterialShader<ColoredMaterialData>
 public:
     ColoredMaterial()
     {
-        QFile vf(":defaultshaders/coloredvertex.shader");
+        QFile vf(":defaultshaders/imagevertex.shader");
         vf.open(QFile::ReadOnly);
-        m_vertex_code = vf.readAll();
+        m_vertex_code = QByteArray("#define COLOR\n")
+            + vf.readAll();
 
-        QFile ff(":defaultshaders/coloredfragment.shader");
+        QFile ff(":defaultshaders/imagefragment.shader");
         ff.open(QFile::ReadOnly);
-        m_fragment_code = ff.readAll();
+        m_fragment_code = QByteArray("#define COLOR\n")
+            + ff.readAll();
 
         Q_ASSERT(!m_vertex_code.isNull());
         Q_ASSERT(!m_fragment_code.isNull());
@@ -349,11 +357,11 @@ class SimpleMaterial : public QSGSimpleMaterialShader<SimpleMaterialData>
 public:
     SimpleMaterial()
     {
-        QFile vf(":defaultshaders/simplevertex.shader");
+        QFile vf(":defaultshaders/imagevertex.shader");
         vf.open(QFile::ReadOnly);
         m_vertex_code = vf.readAll();
 
-        QFile ff(":defaultshaders/simplefragment.shader");
+        QFile ff(":defaultshaders/imagefragment.shader");
         ff.open(QFile::ReadOnly);
         m_fragment_code = ff.readAll();